longjump gates
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_water_fast.h
1 #ifndef SHADER_model_water_fast_H
2 #define SHADER_model_water_fast_H
3 static void shader_model_water_fast_link(void);
4 static void shader_model_water_fast_register(void);
5 static struct vg_shader _shader_model_water_fast = {
6 .name = "model_water_fast",
7 .link = shader_model_water_fast_link,
8 .vs =
9 {
10 .static_src =
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec3 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in vec4 a_colour;\n"
15 "layout (location=4) in vec4 a_weights;\n"
16 "layout (location=5) in ivec4 a_groups;\n"
17 "\n"
18 "#line 1 1 \n"
19 "const float k_motion_lerp_amount = 0.01;\n"
20 "\n"
21 "#line 2 0 \n"
22 "\n"
23 "out vec3 aMotionVec0;\n"
24 "out vec3 aMotionVec1;\n"
25 "\n"
26 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
27 "{\n"
28 " // This magically solves some artifacting errors!\n"
29 " //\n"
30 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
31 "\n"
32 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
33 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
34 "}\n"
35 "\n"
36 "#line 9 0 \n"
37 "\n"
38 "uniform mat4x3 uMdl;\n"
39 "uniform mat4 uPv;\n"
40 "uniform mat4 uPvmPrev;\n"
41 "\n"
42 "out vec4 aColour;\n"
43 "out vec2 aUv;\n"
44 "out vec3 aNorm;\n"
45 "out vec3 aCo;\n"
46 "out vec3 aWorldCo;\n"
47 "\n"
48 "void main()\n"
49 "{\n"
50 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
51 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
52 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
53 "\n"
54 " vs_motion_out( vproj0, vproj1 );\n"
55 "\n"
56 " gl_Position = vproj0;\n"
57 " aWorldCo = world_pos0;\n"
58 " aColour = a_colour;\n"
59 " aUv = a_uv;\n"
60 " aNorm = mat3(uMdl) * a_norm;\n"
61 " aCo = a_co;\n"
62 "}\n"
63 ""},
64 .fs =
65 {
66 .static_src =
67 "uniform sampler2D uTexDudv;\n"
68 "\n"
69 "uniform float uTime;\n"
70 "uniform vec3 uCamera;\n"
71 "uniform float uSurfaceY;\n"
72 "uniform vec3 uBoard0;\n"
73 "uniform vec3 uBoard1;\n"
74 "\n"
75 "uniform vec3 uShoreColour;\n"
76 "uniform vec3 uOceanColour;\n"
77 "\n"
78 "in vec4 aColour;\n"
79 "in vec2 aUv;\n"
80 "in vec3 aNorm;\n"
81 "in vec3 aCo;\n"
82 "in vec3 aWorldCo;\n"
83 "\n"
84 "#line 1 1 \n"
85 "layout (location = 0) out vec4 oColour;\n"
86 "\n"
87 "layout (std140) uniform ub_world_lighting\n"
88 "{\n"
89 " vec4 g_light_colours[3];\n"
90 " vec4 g_light_directions[3];\n"
91 " vec4 g_ambient_colour;\n"
92 "\n"
93 " vec4 g_water_plane;\n"
94 " vec4 g_depth_bounds;\n"
95 " float g_water_fog;\n"
96 " int g_light_count;\n"
97 " int g_light_preview;\n"
98 " int g_shadow_samples;\n"
99 "\n"
100 " vec4 g_point_light_positions[32];\n"
101 " vec4 g_point_light_colours[32];\n"
102 "};\n"
103 "\n"
104 "uniform sampler2D g_world_depth;\n"
105 "\n"
106 "float world_depth_sample( vec3 pos )\n"
107 "{\n"
108 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
109 " return texture( g_world_depth, depth_coord ).r;\n"
110 "}\n"
111 "\n"
112 "float shadow_sample( vec3 vdir )\n"
113 "{\n"
114 " vec3 sample_pos = aWorldCo + vdir;\n"
115 " float height_sample = world_depth_sample( sample_pos );\n"
116 "\n"
117 " float fdelta = height_sample - sample_pos.y;\n"
118 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
119 "}\n"
120 "\n"
121 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
122 "{\n"
123 " vec3 pa = p - a;\n"
124 " vec3 ba = b - a;\n"
125 "\n"
126 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
127 " return length( pa - ba*h );\n"
128 "}\n"
129 "\n"
130 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
131 "{\n"
132 " float dist = pow(fdist*0.0008,1.2);\n"
133 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
134 "}\n"
135 "\n"
136 "\n"
137 "// New lighting model\n"
138 "\n"
139 "vec3 newlight_compute_ambient()\n"
140 "{\n"
141 " return g_ambient_colour.rgb;\n"
142 "}\n"
143 "\n"
144 "float newlight_compute_sun_shadow()\n"
145 "{\n"
146 " if( g_shadow_samples == 0 )\n"
147 " {\n"
148 " return 1.0;\n"
149 " }\n"
150 "\n"
151 " float fspread = g_light_colours[0].w;\n"
152 " vec3 vdir = g_light_directions[0].xyz;\n"
153 " float flength = g_light_directions[0].w;\n"
154 "\n"
155 " float famt = 0.0;\n"
156 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
157 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
158 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
159 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
160 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
161 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
162 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
163 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
164 "\n"
165 " // player shadow\n"
166 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
167 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
168 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
169 "\n"
170 " return 1.0 - max( player_shadow*0.8, famt );\n"
171 "}\n"
172 "\n"
173 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
174 "{\n"
175 " vec3 vtotal = g_ambient_colour.rgb;\n"
176 "\n"
177 " for( int i=0; i<g_light_count; i++ )\n"
178 " {\n"
179 " vec3 vcolour = g_light_colours[i].rgb;\n"
180 " vec3 vdir = g_light_directions[i].xyz;\n"
181 "\n"
182 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
183 " vtotal += vcolour*flight;\n"
184 " }\n"
185 "\n"
186 " return vtotal;\n"
187 "}\n"
188 "\n"
189 "vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
190 "{\n"
191 " vec3 vcolour = g_light_colours[0].rgb;\n"
192 " vec3 vdir = g_light_directions[0].xyz;\n"
193 "\n"
194 " vec3 specdir = reflect( -vdir, wnormal );\n"
195 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
196 " return vcolour*spec*fintensity;\n"
197 "}\n"
198 "\n"
199 "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
200 " vec3 light_pos, vec3 light_colour )\n"
201 "{\n"
202 " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
203 "\n"
204 " float quadratic = dot(light_delta,light_delta);\n"
205 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
206 " attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
207 "\n"
208 " return light_colour*attenuation;\n"
209 "}\n"
210 "\n"
211 "#line 19 0 \n"
212 "#line 1 2 \n"
213 "const float k_motion_lerp_amount = 0.01;\n"
214 "\n"
215 "#line 2 0 \n"
216 "\n"
217 "layout (location = 1) out vec2 oMotionVec;\n"
218 "\n"
219 "in vec3 aMotionVec0;\n"
220 "in vec3 aMotionVec1;\n"
221 "\n"
222 "void compute_motion_vectors()\n"
223 "{\n"
224 " // Write motion vectors\n"
225 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
226 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
227 "\n"
228 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
229 "}\n"
230 "\n"
231 "#line 20 0 \n"
232 "\n"
233 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
234 "{\n"
235 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
236 "\n"
237 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
238 "\n"
239 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
240 " vec3 specdir = reflect( -lightdir, vnorm );\n"
241 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
242 " \n"
243 " return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );\n"
244 "}\n"
245 "\n"
246 "void main()\n"
247 "{\n"
248 " compute_motion_vectors();\n"
249 "\n"
250 " // Surface colour composite\n"
251 " float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
252 "\n"
253 " vec2 world_coord = aCo.xz * 0.008;\n"
254 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
255 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
256 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
257 "\n"
258 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
259 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
260 " \n"
261 " // Foam\n"
262 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
263 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
264 "\n"
265 " // Lighting\n"
266 " vec3 halfview = -normalize( aCo-uCamera );\n"
267 "\n"
268 " // Fog\n"
269 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
270 "\n"
271 " // Composite\n"
272 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
273 " vsurface.a -= fdist;\n"
274 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
275 "}\n"
276 ""},
277 };
278
279 static GLuint _uniform_model_water_fast_uMdl;
280 static GLuint _uniform_model_water_fast_uPv;
281 static GLuint _uniform_model_water_fast_uPvmPrev;
282 static GLuint _uniform_model_water_fast_uTexDudv;
283 static GLuint _uniform_model_water_fast_uTime;
284 static GLuint _uniform_model_water_fast_uCamera;
285 static GLuint _uniform_model_water_fast_uSurfaceY;
286 static GLuint _uniform_model_water_fast_uBoard0;
287 static GLuint _uniform_model_water_fast_uBoard1;
288 static GLuint _uniform_model_water_fast_uShoreColour;
289 static GLuint _uniform_model_water_fast_uOceanColour;
290 static GLuint _uniform_model_water_fast_g_world_depth;
291 static void shader_model_water_fast_uMdl(m4x3f m){
292 glUniformMatrix4x3fv(_uniform_model_water_fast_uMdl,1,GL_FALSE,(float*)m);
293 }
294 static void shader_model_water_fast_uPv(m4x4f m){
295 glUniformMatrix4fv(_uniform_model_water_fast_uPv,1,GL_FALSE,(float*)m);
296 }
297 static void shader_model_water_fast_uPvmPrev(m4x4f m){
298 glUniformMatrix4fv(_uniform_model_water_fast_uPvmPrev,1,GL_FALSE,(float*)m);
299 }
300 static void shader_model_water_fast_uTexDudv(int i){
301 glUniform1i(_uniform_model_water_fast_uTexDudv,i);
302 }
303 static void shader_model_water_fast_uTime(float f){
304 glUniform1f(_uniform_model_water_fast_uTime,f);
305 }
306 static void shader_model_water_fast_uCamera(v3f v){
307 glUniform3fv(_uniform_model_water_fast_uCamera,1,v);
308 }
309 static void shader_model_water_fast_uSurfaceY(float f){
310 glUniform1f(_uniform_model_water_fast_uSurfaceY,f);
311 }
312 static void shader_model_water_fast_uBoard0(v3f v){
313 glUniform3fv(_uniform_model_water_fast_uBoard0,1,v);
314 }
315 static void shader_model_water_fast_uBoard1(v3f v){
316 glUniform3fv(_uniform_model_water_fast_uBoard1,1,v);
317 }
318 static void shader_model_water_fast_uShoreColour(v3f v){
319 glUniform3fv(_uniform_model_water_fast_uShoreColour,1,v);
320 }
321 static void shader_model_water_fast_uOceanColour(v3f v){
322 glUniform3fv(_uniform_model_water_fast_uOceanColour,1,v);
323 }
324 static void shader_model_water_fast_g_world_depth(int i){
325 glUniform1i(_uniform_model_water_fast_g_world_depth,i);
326 }
327 static void shader_model_water_fast_register(void){
328 vg_shader_register( &_shader_model_water_fast );
329 }
330 static void shader_model_water_fast_use(void){ glUseProgram(_shader_model_water_fast.id); }
331 static void shader_model_water_fast_link(void){
332 _uniform_model_water_fast_uMdl = glGetUniformLocation( _shader_model_water_fast.id, "uMdl" );
333 _uniform_model_water_fast_uPv = glGetUniformLocation( _shader_model_water_fast.id, "uPv" );
334 _uniform_model_water_fast_uPvmPrev = glGetUniformLocation( _shader_model_water_fast.id, "uPvmPrev" );
335 _uniform_model_water_fast_uTexDudv = glGetUniformLocation( _shader_model_water_fast.id, "uTexDudv" );
336 _uniform_model_water_fast_uTime = glGetUniformLocation( _shader_model_water_fast.id, "uTime" );
337 _uniform_model_water_fast_uCamera = glGetUniformLocation( _shader_model_water_fast.id, "uCamera" );
338 _uniform_model_water_fast_uSurfaceY = glGetUniformLocation( _shader_model_water_fast.id, "uSurfaceY" );
339 _uniform_model_water_fast_uBoard0 = glGetUniformLocation( _shader_model_water_fast.id, "uBoard0" );
340 _uniform_model_water_fast_uBoard1 = glGetUniformLocation( _shader_model_water_fast.id, "uBoard1" );
341 _uniform_model_water_fast_uShoreColour = glGetUniformLocation( _shader_model_water_fast.id, "uShoreColour" );
342 _uniform_model_water_fast_uOceanColour = glGetUniformLocation( _shader_model_water_fast.id, "uOceanColour" );
343 _uniform_model_water_fast_g_world_depth = glGetUniformLocation( _shader_model_water_fast.id, "g_world_depth" );
344 }
345 #endif /* SHADER_model_water_fast_H */